problem with JMAD swap
Posted: Tue Aug 21, 2007 7:36 pm
I have read and reread the excellent [jmad] swapping tutorials by Soldier of Light and SnakeJKnight, I have followed them to the letter, but every time I swap an animation, I wind up with a completely invisible weapon and no arms in first person perspective.
Failing the tutorial methods, I have also tried overwriting the relevant FP PP animation metas with the corresponding FP oddball animation metas that I want. I'm baffled that this didn't work. I'm not sure if it matters to swap the FP weapon models, but I've tried that, and it still fails. I'm using the elite_mp biped, if that matters. Does the game just really dislike it if you try to call an animation for a weapon you're not really holding?
Here is what I'd like to do. It seems like a very basic thing: For the plasma pistol, I'd like its FP idle animation to be swapped with the FP oddball (skull) idle animation. I'd like for the FP overcharged firing animation of the PP to be replaced by the FP melee animation of the skull, while still firing the PP projectiles. The other PP firing animations (there are 3) should be swapped to the idle ball position.
The ultimate effect is that it looks like you're carrying a skull, and you can shoot from it by punching, after you charge the trigger.
Simply swapping the FP models of the skull and PP (or any other weapon) is not a satisfactory workaround. I really want the regular skull-holding animation.
Can someone post an idiot-friendly tutorial about how to do this? I ran out of smart pills last week. I'm thinking my botch could be solved in one screenshot, unless I'm overlooking an inherent impossibility in what I'm trying to do. If it'll help, I can post some screenshots of the values I've changed in Entity.
I would also like for the [jmad] swaps to be visible over SLC. I don't see why they wouldn't be, but I'm not certain.
Any help is appreciated.
Failing the tutorial methods, I have also tried overwriting the relevant FP PP animation metas with the corresponding FP oddball animation metas that I want. I'm baffled that this didn't work. I'm not sure if it matters to swap the FP weapon models, but I've tried that, and it still fails. I'm using the elite_mp biped, if that matters. Does the game just really dislike it if you try to call an animation for a weapon you're not really holding?
Here is what I'd like to do. It seems like a very basic thing: For the plasma pistol, I'd like its FP idle animation to be swapped with the FP oddball (skull) idle animation. I'd like for the FP overcharged firing animation of the PP to be replaced by the FP melee animation of the skull, while still firing the PP projectiles. The other PP firing animations (there are 3) should be swapped to the idle ball position.
The ultimate effect is that it looks like you're carrying a skull, and you can shoot from it by punching, after you charge the trigger.
Simply swapping the FP models of the skull and PP (or any other weapon) is not a satisfactory workaround. I really want the regular skull-holding animation.
Can someone post an idiot-friendly tutorial about how to do this? I ran out of smart pills last week. I'm thinking my botch could be solved in one screenshot, unless I'm overlooking an inherent impossibility in what I'm trying to do. If it'll help, I can post some screenshots of the values I've changed in Entity.
I would also like for the [jmad] swaps to be visible over SLC. I don't see why they wouldn't be, but I'm not certain.
Any help is appreciated.